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Made in gb
[SWAP SHOP MOD]
Killer Klaivex







I'm interested. Why have we yet to see a model range and ruleset for an age of empires style wargame?

By that, I mean a turn based wargame where one generates x amount of resource a turn, constructs buildings, and then has those buildings in turn make units. If it was say, 15mm, it would be perfectly feasible on a 6x4/4x4 board, and quite fun to boot. I spent about twenty minutes doodling and came up with a rough workable rules concept, so I know it wouldn't be overly difficult.

It's such a popular computer game concept, it just strikes me as somewhat odd that its never made the jump to the wargaming board.


 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I've been wondering about things like this, too. We already have a Command and Conquer / Red Alert / modern RTS-game inspired wargame in 10mm (Dropzone Commander) so you'd think an Age of Empires equivalent might not be far behind!

Also, if you care to, you can download AoE II on the cheap . My brother and I will likely be playing on Friday, for old time's sake

http://store.steampowered.com/app/221380/

This message was edited 2 times. Last update was at 2013/05/07 22:41:08


 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Sounds interesting. I'd imagine that one of the reasons no one has done it is the wide range of models needed to even start the game. You'd need all the buildings, troops, villiagers and what not for each faction you are including in the start up ready to go all at once. Unless you try and do it through multiple expansions or something I guess

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Speed Drybrushing






Chicago, Illinois

I actually had a couple of different designs sketched out for a "Real Time Tabletop Wargame". I think the first one specifically involved building up resource points and then using them to spawn additional units, while the other one was deck-based (and I actually had the plan to use the *cards themselves* as the units, with the option of course to replace the cards with actual models on similarly-sized bases). Maybe I'll dig them out and see about putting something together.

This message was edited 1 time. Last update was at 2013/05/07 22:46:04


Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
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Made in us
Fixture of Dakka






Akron, OH

Its not Realtime, but Brushfire's campaign system works similar to this, as its based on the RTS playstyle. (Warcraft Three to be more specific.)

-Emily Whitehouse| On The Lamb Games
 
   
Made in gb
[SWAP SHOP MOD]
Killer Klaivex







 motyak wrote:
Sounds interesting. I'd imagine that one of the reasons no one has done it is the wide range of models needed to even start the game. You'd need all the buildings, troops, villiagers and what not for each faction you are including in the start up ready to go all at once. Unless you try and do it through multiple expansions or something I guess


If one had resource generating buildings that generated x amount of resource every game turn, with a penalty for having a second or third one within so many inches, that would ease up on the model count straight away. Give the buildings a bonus if within x inches of a certain piece/type of terrain. And so on. That would cut down on the need for worker representative models.

I think 15mm would probably be small enough you could make and sell multiples relatively cheaply. And let's face it, it wouldn't cost any more than Warhammer ( probably a great deal less) even if you did have to buy a fairly large set.

Expansion boxes would probably be the way to sell it though,

 RiTides wrote:
I've been wondering about things like this, too. We already have a Command and Conquer / Red Alert / modern RTS-game inspired wargame in 10mm (Dropzone Commander) so you'd think an Age of Empires equivalent might not be far behind!



Not gonna lie, I'd play Command Conquer Red Alert: The Tabletop Game.

This message was edited 6 times. Last update was at 2013/05/07 23:08:27



 
   
Made in us
Dakka Veteran






I like the concept, but using AoE as a template it's hard to imagine a way to make the game without it taking a very long time to play.
   
Made in gb
Pious Warrior Priest




UK

You'd need a hell of a lot of villager models.

I play AoE Online quite a lot (excellent game), and typically roll with 80+ villagers. :p
   
Made in us
Most Glorious Grey Seer





Everett, WA

Does this fit the bill?

http://www.boardgamegeek.com/boardgame/77130/sid-meiers-civilization-the-board-game

 
   
Made in us
Speed Drybrushing






Chicago, Illinois

Quick design sketch follows. Permission granted to others to use it, though if you're actually thinking of developing something like this commercially, please hit me up to help.

Infrastructure:
1. Fairly small scale, something where you can fit a building on a 40mm round base and a unit of 3-5 troops on a 25x50 cavalry base.
2. Faction starters include the home base building, one additional building, 4-6 resource markers, and 5-10 bases of units
3. Sell packs that include a building, 2-5 bases of the unit(s) created by that building, and a couple of resource markers.
4. Extra-awesome or extra-large models can be sold in their own boxes (but require 2+ other buildings to exist to use)
5. Players build "decks" of building cards (used for reference); they'll be limited in the number of buildings that they can possibly field based on game size. Building choices determine what units they can field that game

Gameplay:
0. During setup, players take turns placing resources (similar to objectives in standard wargames). Total number of resource markers on the table is determined by the game size, each marker must be X" away from each other marker, etc.
1. Each player starts with a home base building and a single basic unit (of the type created by the home base)
2. At the start of each turn, each player gains X resources (probably just kept track of using cards) based on their buildings being close to resources
3. Units can be spawned in base contact with their building by discarding resource cards; these units can act that turn
4. New buildings can be spawned in base contact with any friendly unit, but can NOT be used that turn
5. Game ends when you blow up your opponent(s) base(s).

Other thoughts:
-Resources can also be expended for using unit abilities

This message was edited 1 time. Last update was at 2013/05/07 23:36:31


Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
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Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Not the most perfect models but an ambitious attempt at a full minis line + a RTS style steampunk martian invasion.

Complete with free rules download

http://www.troublemakergames.co.uk/


Thread Slayer 
   
Made in us
Serious Squig Herder






I'd love to see something like this (or based on Age of Mythology might sell a little better, or Warcraft III).

Hell, the "video-game-ness" of it is why I pledged 300 bucks for the Rivet Wars kickstarter. (Though that was more of a turn-based strategy game, specifically - the Advance Wars series).

It'd be interesting to see how they converted over. I agree with Magic8ball - small scale would be best, 10mm or so. Then you could have 20 peasants on a base to meet ScarletSquigs' needs.
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Games like Shogun and Twilight Imperium cover similar territory. The more map areas you own, the more resource points you get per turn, to use to build new units.

In fact the old Avalon Hill game, Rise and Fall of the Third Reich covered the whole of WW2 in Europe with a similar system.

I don't think it would be at all difficult to bash up a set of rules and make a game using existing figures.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

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Made in gb
Hulking Hunter-class Warmech




North West UK

Its an interesting idea; It may be more suited to some kind of map based campaign system as Cyporiean said. Think the Total War series of games (I say this because I've been playing Medieval 2 recently ). Kinda like Mighty Empires; where it works on a more macro scale; territories and armies rather than the Age of Empires style micro scale, with individual soldiers and buildings

I can see it kinda working as a standalone tabletop game at a very small scale, I think the one mentioned above is a good one, where a single building is 40mm base-sized, the figures 10 or even 6mm, I think 15mm might be too big. Where a "unit" that is purchased is a couple of bases (say 4) of 5 models or so.

The biggest problems I can see would be resource management I think; depending on how many resources there are, it's been a while since I played Age of Empires but from memory there are 4 or 5? Many of them corresponding to a different terrain type as well (Trees, rock outcrops, also animals/bushes for hunting/foraging etc.) This would need to be slimmed down quite a lot I think. I would also imagine this being a very terrain intensive game too, which may also be quite difficult to implement, as not everyone has lots of terrain, and a lot of terrain may end up being out of scale.

I'm certainly interested though, I'd like to see how it develops.

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Made in gb
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

Yeah the original mighty empires rule set was very much like this without the link between buildings and units. You could recreate that AoE feel on a framework of the original Ruleset (not the new one as it was a poor effort). The tile for the new ME could be a good board for you and creating buildings wouldn't be that difficult.

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Made in us
Speed Drybrushing






Chicago, Illinois

Tibbsy wrote:
The biggest problems I can see would be resource management I think; depending on how many resources there are, it's been a while since I played Age of Empires but from memory there are 4 or 5? Many of them corresponding to a different terrain type as well (Trees, rock outcrops, also animals/bushes for hunting/foraging etc.)


I don't think that there NEEDS to be 4-5 resources, nor that AOE is necessarily the exact sort of game to base it all one (my impression is that the OP simply used AOE as a stand-in for general RTS's of a fantasy/historical nature). Using the Warcraft or Starcraft model (Wood/Gold or Crystal/Gas) should be more than sufficient. Three at the most, perhaps, with the third being "special" that always gets placed within X" of the center of the board and unlocks extra-special units.

Tracking them, again, I think would work best with cards (similar to Settlers of Catan). You just add them to your hand when you generate them, and discard them when you spend them.

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Battlefield Tourist




MN (Currently in WY)

Because why compete directly with computer games? You won't win.

You need to offer somethign different, having to physically buy, paint, and build each model is not as efficient as a computer can do it.

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Made in gb
Decrepit Dakkanaut






UK

I could see it working out on campaign boards with all the resources and buildings contributing to what you get during fights, but just playing straight skirmishes may be slightly trickier.

For just playing battles, perhaps have a separate army for 'buildings', a separate army for fortifications, and a separate one for your actual units.

For example, you're playing, I dunno, a 1500pt game. You get an additional 10% of the points level to spend on buildings and fortifications (both using the same pool). To give a few examples:
Lumber Camp - You get an extra D6 of wood at the start of each turn - __pts
Mining Camp - Get an extra D6 of either stone or gold, or a D3 of each (decide before rolling) at the start of each turn - __pts
Farms - Get an extra D6 of food at the start of each turn - __pts
House - Increase the amount of units you may have on the field at any one time by +1. This effect is cumulative with other houses - __pts
Barracks - Increase the amount of infantry units you can queue by +1. This effect is cumulative with other Barracks.
Stables - Increase the amount of cavalry units you can queue by +1. This effect is cumulative with other Stables.
Market - You may re-roll a single resource D6 each turn. Each market after the first increases the number of re-rolls, but you may never re-roll a re-roll.
Blacksmith - You may re-roll a single failed wound roll or armour save each turn. Each blacksmith after the first increases the number of re-rolls, but you may never re-roll a re-roll.

Fortifications:
Outpost - Your opponent must tell you his first unit in his queue at the end of each of his turns. This is not cumulative with other outposts, and if all your outposts are destroyed, you lose this ability.

Tower - Your opponent may not bring on units within 12" and LoS of the tower, or 6" out of LoS. Each turn, the tower may fire upon a single enemy unit within 12" and LoS, adding +1 D6 to every volley for each of your own ranged infantry units in base contact with the tower.

Palisade - Blocks LoS and movement through it. Palisade wall sections are immediately destroyed if an enemy unit moves into base contact with them, or they are successfully hit by siege equipment. For every 5 sections of Palisade on the field, the owning player loses 1 D6 of Wood generation as upkeep. If the player would lose all Wood generation, remove enough sections to allow generation of 1 D6 of wood.

Stone Wall - Blocks LoS and movement through it. Stone wall sections are immediately destroyed if an enemy unit has spent 3 player turns in base contact, or if a battering ram has spent 2 player turns in base contact. For every 5 sections of stone wall on the field, the owning player loses 1 D6 of stone generation as upkeep. If the player would lose all stone generation, remove enough sections to allow generation of 1 D6 of stone.

Castle - Allows for the building of unique units. Your opponent may not bring on units within 18" and LoS of the castle, or 12" out of LoS. Each turn, the castle may fire upon a single enemy unit within 18" and LoS, adding +1 D6 to every volley for each of your own ranged infantry units in base contact with the castle. Only siege equipment can destroy castles, and a castle is immediately destroyed if a battering ram has spent 5 turns in player contact. For every castle on the field, the owning player loses 2 D6 of stone generation. Unlike stone walls, if this would cause the player to no longer generate stone, then the player must wait until enough castles are destroyed to allow for generation.


Resource generation could work, as noted above on D6. Most civs start with 2 D6 of wood, and food, and 1 D6 of gold, and stone as default. At the start of each player turn, the player who's turn it is generates their resources (including any extras from buildings in their list. Then they can choose to queue units to build depending on the resource cost (perhaps units could have a points costs for the ones you start off with, and a resource cost for creating them in-game). A queue can only contain a certain number of units as default, but certain buildings can increase this.

Queued units can arrive from any board edge on your half of the table so long as it is also within 6" of one of your units, and more than 6" from an enemy unit, otherwise it arrives from your table edge.

After queueing units, any units set to arrive that turn do so.

The game then goes to movement, on to ranged, and finally on to melee.

When melee is done, it is the other player's turn.

The game ends either when a player has no units on the board, a non-scout unit from one player stays in contact with the opposing player's table edge for an agreed number of player turns, time is up, or until both players agree to end it.

Stats-wise, we could go for:

M - Movement
S - Sight
RS - Ranged Skill
MS - Melee Skill
Sp - Speed
P - Power
Sv - Save

For attacking, perhaps have:

Ranged attack - Check to see if the enemy you're firing at is in your sight range. If there is an allied scout model within your sight range, who has the same enemy model within his sight range, the sight range of the unit attacking is doubled. Roll to hit using Ranged Skill. The enemy unit then rolls his save. If it is failed, roll against the weapon's power. If your roll exceeds the rating, the unit dies. If the roll meets the power, then the unit is wounded, and removes a wound (some weaker models may only have 1 wound). If a unit's wounds drops to 0, he dies. If the roll fails to meet or exceed the power rating, the the attack is shrugged off. A power rating that is better than a model's save (say a Militia with a 6+ save gets hit by an Arbalest with a 3+ power rating) will automatically wound the unit hit, but you must still roll against the power rating to see if the model dies, unless it only had 1 wound to begin with.

Melee attack - A unit in base contact with an enemy unit may attempt to strike it in melee. First, compare Speed stats. The unit with the highest speed strikes first, unless a unit charged, in which case, the charging unit will always strike first. The unit striking first rolls to hit using his melee skill + 1 D6, whilst the defending unit tries to block the attack by doing the same, and comparing the values. If the attacker's roll beats the defender's, his attack hit If it matched the defenders, the attack still hit, but the power of it is halved (rounding down). If it fails to match or exceed the defender's roll, it misses.

If the attack hit, the defending unit rolls his save. If the save is failed, the attacking unit rolls against his power in the same way as with ranged attacks.


You see how this is going? Good, because this was just meant to be a post seeing if I could make a comprehensible ruleset. Whether or not it's actually half decent doesn't matter.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

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Stubborn Hammerer




UK

Strikes me that a lot of this could be done before getting to the tabletop. It wouldn't even have to be a map based campaign, though I suppose that would be an easier way visually to keep track of things.
   
Made in us
Fixture of Dakka






 Ketara wrote:
I'm interested. Why have we yet to see a model range and ruleset for an age of empires style wargame?

By that, I mean a turn based wargame where one generates x amount of resource a turn, constructs buildings, and then has those buildings in turn make units. If it was say, 15mm, it would be perfectly feasible on a 6x4/4x4 board, and quite fun to boot. I spent about twenty minutes doodling and came up with a rough workable rules concept, so I know it wouldn't be overly difficult.

It's such a popular computer game concept, it just strikes me as somewhat odd that its never made the jump to the wargaming board.



The game was called Mighty Empires. Back in the day, you could play a campaign game and evolve your force, depending on how your tabletop battles and after action followups developed your resources.

Great times indeed.



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