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Rules critique needed for Exoshift, sci-fi 28mm skirmish, activation/command system  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Krazed Killa Kan





SoCal

I need some help with the activation scheme for my game, Exoshift, a 28mm scifi skirmish system. These rules will be a retail product, but will always be available for free online so I might as well ask for help from the community.

First is a write up of the rules, if things don't make sense initially, there's an example of play below written up like a battle report.

Rules write up in spoiler:
Spoiler:
I'm currently using a combination of Alternating Activation (AA) and a Command Point (CP) system. The game is currently a scifi shooting based 28mm skirmish with fireteams of about 4 models instead of squads.

It's a little complex but handles a lot of problems I see with alternating activation systems, while still keeping the game flowing between players instead of entire armies blowing up the other side in a turn. Or at least, that's what I hope. Maybe you can spot some holes in this design? Also testing out the wording of these rules to see if they're too confusing.

Each player has a pool of command points that is refreshed at the beginning of the round. The average Command Pool will be around 10 CP total, including base CP that everyone gets, and extra CP from the army commander, and sub-commanders (leaders).

Every player turn, they get one Primary Activation (see below) for free. An additional activation costs 1 CP and can be a different unit. A third activation costs 2 CP, and so on.

There are two types of Activations, Primary and Secondary. A unit may take only one Primary Activation per round, once it does so it is Exhausted. A unit may take any number of Secondary Activations per round, but only 1 per turn.

Primary Activations are actions that do a lot, usually two effects or doubling up, such as Running (double movement), Move and Shoot, or Focused Fire (shooting with a large bonus). Players must take 1 Primary Activation per turn if possible.

Secondary Activations are smaller things, such as a short move (based on a secondary move stat) or shooting with a snap fire penalty. These are meant to allow units to keep applying pressure during a round using CP, but not be too devastating.

When the player is done with his turn, either from using up his free activation and being out of CP, or unwilling to take any more activations, he passes it to the next in turn order. Play continues like so, with players taking multiple turns, until all players' Command (Point) Pools are exhausted, after which the round ends. If a player has no units capable of taking the free Primary Activation on his turn, he must spend 1CP on a Secondary Activation, or 1CP to pass his turn.

Players do get multiple turns in a round.

A player may spend 1 CP to pass his turn without taking any activations, but may not do so two turns in a row.

CP is also expended to use some of the more powerful unit and command abilities.

The base Command Pool is a small number, around 4 CP for the default game size of 1000 points, or 1 CP every full 250. How you get extra CP in the command pool is by buying command type units or models, which can be targeted and destroyed during play.

The army balance will work out so that small elite armies will tend to have a lot more CP to maneuver and use abilities, their higher stats will make up for the penalties inherent in Secondary Activations. They'll also be able to force enemies to activate units, resolving the problem in AA games where whoever has more units gets an advantage by burning up activations from random schmoes.

It also keeps the game moving, as during a round, a unit can very quickly move up the table if its controlling player spends the CP to keep pushing it up. It should also lessen the need for rules like Outflank and other deployment shenanigans, since you can actually move up flanking units without them disappearing off the table.


EXAMPLE OF PLAY FOLLOWS

The setup is a group of Sol Marines have encountered a Krr'Akar expedition into neutral space searching for artifacts. The Krr'Akar belong to The Remnant Order faction and are a reptile-like species made up of diminutive, less intelligent, and more numerous males, led by larger and more intelligent females who are escorted by Alphas, which are males that have undergone a physical and psychological puberty as the result of success in its tasks.

Sol Marines are a federation of many species, including humanity, centered around a metropolitan civilization and integrated army.

Battle size here is roughly 750, although, in a real 750 there would be a few more units, including a vehicle or specialty units. This is just an example quickly thrown together. The Disruption mentioned later is a mechanic I have yet to fully implement (and may be cut).

Here is their deployment:


SOLCOM is the Sol Command Unit, she contributes 3 CP to the global Command Pool, on top of the base 3 CP at 750 points.
Alpha, Bravo, and Charlie are Line Infantry, basic infantry for Sol.
Alpha and Charlie have an embedded leader, giving them 1 CP to use on itself or any unit in command range.
Delta are SpecOps on loan from the SRRD (Spinward Rapid Response Division), also performing operations in the area. They get 1 CP usable on themselves only due to being specops.

The Krr'akar Matron is the expedition's leader, she rules her brood with an iron fist, accompanied by 4 well armed Alphas.
The Krr'akar Maidens 1 and 2 are sub-commanders, younger females who are still earning their place in society.
Squads Echo, Foxtrot, Golf, Hotel, and India are all Krr'akar auxiliaries, made up entirely of the smaller Krr'akar males.

Sol gets initiative, and chooses to go first.

Turn by turn:
Spoiler:
Round 1, Turn 1: Sol

SOLCOM, seeing the mass of Krr'akar in front of him, chooses fireteam Alpha to activate using its Free Activation, having them Run forward 12" into a position with cover. Alpha is now Exausted (marked with an *)

He then spends 1 CP from Delta's CP to have it Secondary Move 4" up the right flank, hoping to counter Hotel and India and eventually get a shot at Maiden 2. Delta had previously deployed farther up the table thanks to its specops abilities.

Using 1 global CP, and 1 of Charlie's CP, the Sol player pays a total of 2 CP to have Charlie Secondary Move 4" up to be in a better position to support Alpha, as well as keep Hotel and India in place.

Sol player ends his turn.

Round 1, Turn 2: Krr'akar

Foxtrot uses its Free Activation for the turn to Focused Fire (Primary Activation Shooting) against Alpha. Resulting in 1 kill, and some Disruption. Foxtrot is Exhausted.

Using a CP from Maiden 1, Golf is ordered to Advance (move and shoot), moving forward 6" and also shooting at Alpha, resulting in no kills, but a little more Disruption. Golf is Exhausted.

Echo uses a Primary Activation to Run, paying 2 CP, and runs straight forward to get in position to finish off Alpha with its close range Stutter Guns. Echo is Exhausted.

Krr'akar player ends his turn.

Round 1, Turn 3: Sol

Alpha is just out of SOLCOM's extended command range, so SOLCOM uses its Free Activation to Advance 6". The SOLCOM model, instead of shooting, spends 1CP to use a Command ability to drastically reduce Alpha's Disruption. Her two escorts, fire at Golf, causing 1 kill, and no disruption.

Alpha spends its 1 CP to do a Secondary Activation and Snap Fire at Echo, causing 1 kill and some disruption.

2CP is spent to activate Delta to Secondary Move another 4" up the right side.

Sol player ends his turn.

Round 1, Turn 4: Krr'akar

Hotel uses its Free Activation to push forward, trying to isolate Alpha. It Advances, moving up 6" and fires at SOLCOM to no effect due to range.

Spending 1 CP from Maiden 2, India takes a Primary Activation to Advance as well, moving up 6" and firing at Charlie, inflicting 1 kill and little disruption.

Round 1, Turn 5: Sol

Seeing the Maiden without nearby screening troops, the Sol player uses his Free Activation on Delta, taking a Primary Activation to advance, then spending 1 CP to call in a Screamer air to ground attack drone strike. The strike connects, and in a series of good rolling kills her 2 Alphas before it is shot down by point defenses. The remaining Maiden makes its morale check and remains in play.

Sol player ends his turn.

Round 1, Turn 6: Krr'akar

Maiden 2 uses its Free Activation to Advance, moving 6", instead of shooting, she uses a once per round special ability "Scurry" with no CP cost to force India to make a Secondary Move 4" to screen her from Delta.

Spending 1 CP, Maiden 1 advances, and uses the same once per round ability to Secondary Move Foxtrot up close enough so that she can't be targeted.

Krr'akar player ends his turn.

Round 1, Turn 7: Sol

Charlie uses its Free Activation to Focus Fire on Golf, using its grenade launcher that is now in optimal range. The rounds kill 2, and cause a great deal of disruption. Golf is almost at a morale check.

Bravo uses Sol's last CP to Run forward in support range of Alpha.

Sol player ends his turn.

Round 1, Turn 8: Krr'akar

The Matron uses her Free Activation to Run closer to her troops, in preparation for next turn.

The Matron spends 1 CP to activate again, this time using an ability to drastically increase the morale of Golf, while also bolstering its defense.

Krr'akar player passes his turn.

Round 1, Turn 9: Sol
Sol has no unexausted units, and no CP left, he must pass his turn. Although, any turn based effects are still resolved, and he is still considered to have taken a turn.

Round 1, Turn 10: Krr'akar

The Krr'akar player has no unexausted units, but has 1 CP left. He must spend it to pass, or on a Secondary Activation. He chooses to have Hotel take a Secondary Activation to Snap Fire at Bravo, causing a bit of disruption.

Krr'akar player passes his turn.

Round 1 ends. Trigger any end of round abilities and effects. Round 2 begins, all CP is refreshed.

   
Made in us
Rough Rider with Boomstick





I can't see the pictures, for whatever reason, but it seems like a cool system. There is a resource management factor (how do I spend my command points?) and a timing factor (who should I activate first?). I don't know the rest of your rules, but I like the emphasis on activation/movement, because that seems like the most important thing for a commander to think about during a fight. Full disclosure, however, I might just like it because it has a lot of similarity to the activation system for a little game I've been working on myself.

I also like the emphasis on fire teams for the skirmish level game. It makes a lot of sense for the scale and technology.

The part I don't like is that it seems like a single turn could take a while. That might be okay, and if shooting is resolved quickly, it might not be much of an issue, but there's a lot of decisions to make, and that might slow things down. It looks like they're interesting decisions, it's just that there's a lot of them.
   
Made in us
Krazed Killa Kan





SoCal

Thanks!

My web server has been having problems it seems. Try force reloading (CTRL+F5) to see the images.

I'm also concerned with the time taken for a single round, as well as players over analyzing things. But that's something that can be sorted out through actual playtesting.

Someone else recommended dropping the separation between the Free Primary Activation or even different types of Activations. If playtesting doesn't go well in that regard, one way to speed things up is to simplify things that way.

I spent the entire day rewriting these rules with better terminology and structure. They're now in a form that's actually playable.

Once I flesh out some starter army lists, I plan to post a proper playtest version.

This message was edited 1 time. Last update was at 2013/07/26 00:15:42


   
 
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