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Presenting "Forge of Destiny", a new sci-fi miniatures wargame!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ru
Sacrificial Lamb




Russian Federation

Dear All,

Several years ago we made a post here on Dakka-Dakka asking if you, as representatives of the largest and most active tabletop games community, would want another tabletop game in a sci-fi setting.

Within several days we got tons of precious feedback and messages, which made us more than happy. Comparing to many other forums and venues, Dakka-Dakka proved once again to be a bottomless source of information, inspiration and useful insight.

After additional research, and many days of discussions, we decided to give our dream a try. During the two years that followed we drafted several editions of gaming rules, had heated arguments about factions design and fluff, and most importantly – managed to find ways to produce miniatures and other goodies in the EU thanks to our fruitful partnership with Megalith Games, creators of “Godslayer”. And thus, “Forge of Destiny” was created by us, an independent group of gamers and designers with 13+ years in tabletop games.

We planned to present our project to you and the world earlier, but then decided to wait for availability of more materials, such as additional arts, sketches, renders and master model shots.

We use 3-D design and 3-D printing for our miniatures, the scale that we chose is 30-34 mm “true” scale and the miniatures are intended for use with 30/40/50/60 mm round lipped bases.

Having played many different games and systems, we decided to create a game that was designed BY players FOR players and WITH players in mind:
• We made it our aim to create a fast, aggressive game that encourages careful planning and is not too favorable towards reckless play;
• The game according to play testing usually takes between 35 and 50 minutes for a session with the 2-player starting set. We try to make this session duration standard for our games;
• The general rule set is approximately 40+ pages long together with all appendices, and is easy to understand;
• Alternating activation system is used, which enables both players to enjoy the game simultaneously;
• Unit cards are used in many ways, including in activation sequences;
• Players use both d6 dice and regular playing cards for the purposes of game play. The mechanics of playing cards are not related to any used in existing games, such as Malifaux;
• Playing fields/tiles form an important part in the game with various biome-specific rules. For each game the field is laid out by the players semi-randomly, creating unique pcombinations of terrain features;
• Rules favor expansion of playing scale, however small games are as easily played as larger conflicts;
• We invented several new mechanics for list building, unit upgrades and force organization . For example, there are no “point per unit/upgrades” values in FoD, and army composition is majorly reliant on chosen HQ units;
• The world is fresh and new, and allows for endless development, inventions and interesting ideas;
• We intend to engage players into decision-making process related to the game’s world, and possibly even to design of miniatures.

We would like to have your feedback for what we have created. So far, the project was well received in our local communities, but it was yet to be presented to an audience as experienced and numerous as Dakka Dakka.

http://www.newdestinygames.com/ - the website. It is currently in the process of being prepared, we will let you know when it is fully functional =)

https://www.facebook.com/ForgeOfDestiny/ - our Facebook page. Right now it is the main source of information for the game =) We try to post something every day! It has fluff, arts, renders, we already made more than 30 publications and plan to keep the same pace!

Have a good day and thank you for all of your valuable opinions and ideas!

Best regards,
Forge of Destiny team.



UPDATE #1: GAME MECHANICS SUMMARY


Hope this helps with some of the questions that you may have!

Thank you =)

About the FoD game mechanics.

Forge of Destiny game mechanics was developed with several core principles in mind: 1) importance of thorough planning and quick improvisation; 2) ability to bluff and recognize enemy deception; 3) skillful battlefield maneuvers and maximal involvement of Players in the gameplay.

Planning in FoD is divided into two steps: 1) pre-battle army building and 2) in-game tactical decisions. Army building revolves around choosing a Commanding (HQ) Model/Unit that leads troopers into battle and partially determines what units and upgrades could be chosen by the Player.

During the battle at the beginning of each turn Players determine activation sequences of their armies and issue Orders to their Units. Orders determine what actions the Units will perform during their activation, so Players have to carefully analyze what’s going to happen on the battlefield and plan ahead. Even though it is possible to issue up to two Orders to a single Unit, the number of available Orders is quite limited and is usually just enough to give one Order per each available Unit. If a Unit was somehow left without Orders, it won’t (usually) idly wait for its doom, but will act according to its individual preferences (so a bloodthirsty Unit may run forward to the nearest enemy to engage it in melee, and troopers with affinity for shooting are likely to perform ranged attacks from afar or rush to cover). Nevertheless, the exact reaction will be determined by a dice roll, so without direct Orders a well placed ranged Unit may opt to retreat instead of fighting, breaking a cunning tactical scheme.

Improvisation is needed both to counter enemy moves and minimize effects of various weather conditions specific to each battlefield, such as if visibility conditions suddenly deteriorate or the activation order is completely changed.

Bluffing and counterbluffing will help Players literally hold cards up their sleeves, since usually upgrades remain hidden from enemy until their first use. Making the enemy think that a Unit is armed with deadly equipment or, on the contrary, is completely harmless may seriously mess us the foe’s plans. Of course, if the enemy does not have a bluff of his own!

FoD battlefield is divided into squares that integrate various types of cover and terrain features, including elevation, all this without the need to purchase additional terrain all while enjoying its tactical aspects. An ability to control vantage points of battlefield and skilful maneuver through terrain is a key to dominating the battlefield and ultimate tactical supremacy. Moreover battlefields belong to different climatic zones with specific terrain, landscape and weather conditions that provide players with a wide variety of gameplay set-ups that makes each FoD game different.

Gameplay flow is designed to minimize periods of inactivity of each player that can be substantial in some tabletop wargames. In FoD Players alternate in activating their Units which keeps both Players interested in what is happening on the battlefield. Besides, some abilities can be performed out of activations to further increase the influence of the currently inactive player on what´s happening on the table.



[Thumb - Brakkan.jpg]

[Thumb - CHOD.jpg]

[Thumb - FALCON.jpg]

[Thumb - SHATTERED.jpg]

[Thumb - Cards.jpg]

[Thumb - Art.jpg]

This message was edited 2 times. Last update was at 2017/02/26 21:51:16


 
   
Made in us
Fresh-Faced New User




Hello! I'm Alchemist's partner in our efforts to bring to life the Forge of Destiny wargame. I'll gladly answer your questions concerning gameplay, rules etc. together with Alchemist.

This message was edited 1 time. Last update was at 2017/02/26 20:37:41


 
   
Made in ru
Fresh-Faced New User





Russian Federation

Give us more pics guys i'm waiting kickstarter :-)

"Renaissance 43" Unfortunately failed.
RVA Laboratory  
   
Made in gb
Posts with Authority






Norn Iron

Hello.

DarkSkalD wrote:I'll gladly answer your questions concerning gameplay, rules etc. together with Alchemist.


What is it? I've read through the first post and I can just about make some assumptions on a couple of bits of info: the use of 30-34mm minis and the fact the cat character can teleport units. Does that mean it's, at minimum, a platoon-sized skirmish game? Bit bigger? Bit smaller?

Alchemist1422 wrote:
Having played many different games and systems, we decided to create a game that was designed BY players FOR players and WITH players in mind:


I'd hope that means it's not listbuilding based on 'meta' and special rule combos. But then there's those cards...

We made it our aim to create a fast, aggressive game that encourages careful planning


I have trouble resolving this.

• The game according to play testing usually takes between 35 and 50 minutes for a session with the 2-player starting set. We try to make this session duration standard for our games;
• The general rule set is approximately 40+ pages long together with all appendices, and is easy to understand;
• Alternating activation system is used, which enables both players to enjoy the game simultaneously;
• Unit cards are used in many ways, including in activation sequences;


Sounds good.

• Players use both d6 dice and regular playing cards for the purposes of game play. The mechanics of playing cards are not related to any used in existing games, such as Malifaux;


Sounds hopeful. At times Malifaux felt like a card game with occasional intrusions by miniatures. I hope the playing card mechanic here isn't as dominating.

• We invented several new mechanics for list building, unit upgrades and force organization . For example, there are no “point per unit/upgrades” values in FoD, and army composition is majorly reliant on chosen HQ units;


There's the 'L' word. I'm not sure what to think about this, with the amount of info provided here. Again, I hope it doesn't dominate the game, with success highly dependent on choosing the strongest, 'right' HQ and subsequent units.

http://www.newdestinygames.com/ - the website. It is currently in the process of being prepared, we will let you know when it is fully functional =)

https://www.facebook.com/ForgeOfDestiny/ - our Facebook page. Right now it is the main source of information for the game =)


I guess I have to wait a while, then.

I'm sooo, sooo sorry.

Plog - Random sculpts and OW Helves 9/3/23 
   
Made in ru
Sacrificial Lamb




Russian Federation

Hello.


And a good night to you! And thanks for all the questions =)

What is it? I've read through the first post and I can just about make some assumptions on a couple of bits of info: the use of 30-34mm minis and the fact the cat character can teleport units. Does that mean it's, at minimum, a platoon-sized skirmish game? Bit bigger? Bit smaller?


Game sizes are determined by the number of HQ models that the player takes. Each HQ has 4 organizational/unit slots that can be taken up by units of different types. As of now, the maximum "head count" for a single unit is 8 models, while larger models can comprise a Unit all by themselves. A usual small (1 HQ vs 1 HQ) game uses approximately 12 to 15 miniatures divided into 3-4 units + the HQ for each player.

By taking extra HQ models the scale increases accordingly.

Thus, the game level is larger than skirmish (e.g. Infinity or Confrontation) but smaller that Warhammer 40 K or, say, Warpath.

I'd hope that means it's not listbuilding based on 'meta' and special rule combos. But then there's those cards...


A clarification of terminology: "list bulding" as we use it identical to "structuring of armies" or "army building", meaning that players need to thing beforehand how to fill in the organizational slots for each particular HQ models and how to make the best of available units. Some Units work better under certain commanders, other commanders may give the same units extra benefits while simultaneously debuffing them in some way, etc. For example, a Sheriff HQ for the FALCON Militia (which is a subfaction by its own) has a special tactics (i.e. a form of action) that allows him to grant extra benefits to Militaia gunners (i.e. Militia light infantry). Units from another subfaction may be taken by the same Sheriff, however they will not get these benefits. In the same time, these non-Militia Units may actually have better stats that Militia gunners, and thus the players need to think how to best use all available options, and whethe some extra AT capacity will outweight the flexibility of light infantry. Or they may actually decide NOT to take a unit and instead get dice rerolls for not 100% filling the organizationa chart. That's what we call "list building" amongst us =)

Just to clarify - this wording is not used by us as a means of saying that there are only several viable tactics or that players need to go "all rock-paper-scissors or lose horribly", it is all about having various nice options and playing with them before the game starts.

Believe us, we are dead-tired of 40K/WM netslists that are 99% identical, and we try everything to avoid it!

We made it our aim to create a fast, aggressive game that encourages careful planning

I have trouble resolving this.


The game requires careful planning before the Units begin their activation, since once the guns start blasing the miniatures die pretty quickly. There are no multiple HP/wound models outside monsters and vehicles, and HQs tend to be eradicated in a single volley if they do not use cover or terrain. "Agresssive" by our standards is a game in which units dont exchange 2-3 turns of face-to-face shooting without any substantial result.

Thus, we tried to make a game that: 1) requires careful thinking and distribution of orders during the planning phase; 2) once the activations begin, mistakes may cost dearly, with death or flight of units being quite common.

Sounds hopeful. At times Malifaux felt like a card game with occasional intrusions by miniatures. I hope the playing card mechanic here isn't as dominating.


We will post a mechanics sumary later today. Cards are only used to detemine which Unit will perform which action on the battlefield. They do not carry any additinoal effects, it is dice rolls that decide whether a bullet hits, is dodged or if something dies in pain.

UPDATE: summary posted in post 1!

There's the 'L' word. I'm not sure what to think about this, with the amount of info provided here. Again, I hope it doesn't dominate the game, with success highly dependent on choosing the strongest, 'right' HQ and subsequent units.


I explained what the dreaded "L" word means above =) Each HQ has its own tactics and gimmics, and there is simply no option to take, say, 4 full units of heavy cavalry or 4 gun mecks - there will be simply not enough slots in the organization chart.

I guess I have to wait a while, then.


And we hope that you will enjoy what we post =)

This message was edited 5 times. Last update was at 2017/02/26 21:53:45


 
   
 
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