Looks fun!
I think it'd be cool to have even more objectives/victory conditions and deployment types, instead of the standard capture.
Thanks for taking the time to look at the rules.
YES! I have loads of ideas for alternate objectives, set ups and scenarios. I am just using the one included for the majority of my play testing as it covers the major goals of the game play I am trying to accomplish.
The idea of zones sort of reminds me of the new Jake Thorton skirmish game "Deadzone". Seems like you've handled movement, cover, etc. well and the approach should do away with some of the finnicky LOS arguments that can come up in games.
Yeah Deadzone looks great (I backed it) but I had a "GRR! They stole my idea!" movement when I first saw it but upon reading the rules they implement the zones quite differently - much more like a miniature game where I am taking a more board game approach to their use. After two decades of playing them I have since given up on playing miniature games with rulers as I just found it far to finicky and time consuming - it's not a bad way of doing things - just not for me any more.
I like your idea of play passing to the opponent when one of their models is attacked. Definitely an interesting approach that I don't think I've seen before.
I am pretty sure it's not 100% my idea but it works. I am making some changes to how it working in more recent play tests though to allow a little more coordination rather than it immediately moving over to the other player. Something along the line of play passes when an opposing model wounds your model with a counter attack or decides to hold. This givs more weight to the reactions.
I also like how combat can result in "withdrawals" instead of just wounding or no effect. Seems like it'd make for a dynamic battle as models shift around the board.
A large part of the game is about area control. I didn't want a moral system or stat/attribute because I wanted the players to be in control of their forces and make decisions about when it was time to hold and retreat based on the events as they unfold rather than the roll of a die. Forcing a model to withdraw is a large part of the game - getting models out of cover, away from objectives and into vulnerable positions is as important as actually causing casualties.
I sort of feel that the Reaction approach is out of place in the game...maybe a bit shoe-horned in? I can understand reactions being cool, and they certainly define something like Infinity, but in this case I don't know if they fit? The defender will already be doing a roll off for combat, which keeps them involved enough, and play will switch over right after so it's not like they're waiting for the entire turn to end before they can act. Then again I could be wrong on how the game normally plays and maybe reactions are critical and the game would be slow without them? I guess I'd just evaluate whether they're in the game because they're cool and a neat mechanic or because they actually work well in the rules.
I admit do love games with reaction systems and it has been a part of this system for a long time. I mainly wanted two things - the first being that no model that could act in a round (ie has not yet taken an action) would just "stand around" when under attack or other evens occurred to/around him - it sucks to put models on the table only to remove them a turn or two later and they have done nothing. The second was I wanted both players to be able to effect each others actions - so you couldn't just attack a powerful enemy without the possibility of reciprocation.
Reaction are also quite limited in what you can do - sure you can immediately counter attack an enemy that is shooting at you but you must shoot back at them. It's another way of forcing each player to make hard choices about what and when they are going to do things.
I am doing some reworking of the action assignment rules so the reactions and action integration is going to be a little different in the next copy.
The Support system on the other hand is great, especially having it integrated into the stat line. With tracking support, actions, and wounds do you find each model ends up with a lot of tokens beside each?
The support system has worked out quite well. I am going to be rolling it back to a previous version that requires less tracking and rules.
There are sometimes quite a number of markers on the board, but that's nothing new for a lot of skirmish games. Outside of moving the tracking to stat cards for models I don't have a solution. I am trying to keep as much of the game "on the board" without a lot of peripheral stuff.
Not sure if you can reword "combat values", but when I read that I assumed it was just Range and Close combat instead of all 5 stats (which you did at least clarify). Maybe a more generic term would help. Cool idea for choosing the stats based on Rank though.
Yeah like a lot of terms in the rules they are more for me than finalized versions. Mostly they are just the terms that stuck while writing and play testing.
The ranks for stat allocation worked very well and that made me happy as it was a real shot in the dark. Came out really balanced.
How has massed Rank 0 troops vs specialized Rank 3 troops gone in your tests? Seems like Rank 0 troops are a steal of a deal and they could whittle down an outnumbered opponent? Also do you find people normally just dump points into Range and not really into Support? There seems to be a lot of versatility in how armies could be, but I just wonder if all approaches are equally balanced and valid?
Actually the play testing has so far been the opposite, rank 0 troops are so fragile due to the fact they are immediately removed after a single wound and have low stats, that they may need a bump.
So far my play testers usually stat out the models with what they look like (unconscious
WYSIWYG?) so this hasn't been a problem. I want to leave it very open so if someone want's to just make super cheesy stated models it will hopefully be solved by people not playing with that person (they will get the hint).
So far a mix of models has worked best for winning. The need to be able to take the objectives requires a certain amount of close combat and movement. Some good defense is needed on both sides and ranged combat is impotant to restrict enemy positioning terrain, range and
LOS keep it from being a game breaker. As no single model can do all of these things you kind of need to consider your goals.
On the flip side we had a pure fast, close combat force with little defense or support win a game due to some smart use of the battle field and taking advantage of enemy weaknesses.
You mentioned spelling errors, so, obviously those Some diagrams would help as well, plus maybe a picture of a game in progress so people can better visualize the zones. Also putting the combat modifiers into a table/chart might help instead of point form (same goes for Special Abilities). That's all minor stuff though.
All of that is a great idea and would probably help with following the rules
Also are you going to provide some basic "army lists" to get people started? I'm sure there will be a subset of players that love the customization and generic-use-any-genre approach, but others will just want to pick up the game and play by choosing from a prebuilt list. Having some guidance on armies would definitely low the barrier to entry.
Yes! I want to include a few obvious ones right off the bat but will probably have a website with continuous model profile updates.
Thanks again for the feed back questions! Hopefully I will get the update to the rules completed soon. Lots of reworking to the action system that will improve game play.