In January, I "finalized" the KOG light Betas with Beta 7:
https://www.dakkadakka.com/s/i/at/2017/2/KOG_light_rules_B7-20170110-26020402.pdf
This is me declaring victory in terms of getting the game together. It basically does everything that I want it to do from a design and mechanics standpoint, whereby further perfective effort would see very diminishing returns. And really, I need to catch up on building stuff to play with!
Changes?
There was a lot of minor wordsmithing and reshuffling for clarity, but there were a few changes that affect gameplay. Fundamentally, KOG light became a
LOS-based game, which helped clean up gameplay and reduce the number of mechanics in the game.
p.1 - I recommended more terrain, at least 1 piece per square foot, as terrain drives gameplay. The game plays poorly on an open plain, and
LOS is really important.
p.2 - Unit coherency became
LOS-driven, rather than arbitrary distance between models. Models that see each other are in coherency. Models on their own are Isolated and become restricted in their actions.
Unit actions moved to a soft 2AP, first move-ish actions, then fight-ish actions. This makes the time-motion simulation a little bit clearer.
p.4 - I removed the asymmetrical, unbalanced Linebreaker mission in favor of a random Search and Recover, which was easier to explain and fairer to play; the concept of asymmetrical force scenarios was introduced in its place.
p.8 - I illustrated a sample battlefield, and updated the Designer's Notes to address the deliberate lack of Overwatch, and clarify standard base sizes.
TBD?
At some point, I'll revisit Russian Frames, but not until I clear a few other things off my plate.
Thanks for reading!