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Enemy Visible is a tabletop wargame based in a cold war themed science fiction environment.
The primary objective of this project is to provide a streamlined, intuitive wargame that encourages fire and maneuver over stacking abilities. Dice rolling and random chance are minimized. The game uses tiles to represent infantry, vehicles, and buildings. The 2d-nature of the pieces makes them easy to transport and simplifies game play elements such as line of sight and measurements.
Key Features:
- All original artwork done by hand (NO AI)
- Wide selection of formations and gear
- A-symmetric balancing
- Infantry and vehicles are functionally distinct
- No super units – the common soldier will carry the day
The alpha versions have come and gone. The game is currently in beta, with the format and general themes of the rules solidly established. I am now hoping to get further input from a wider player base so that I may provide the best game possible.
What you get:
Free:
- Main rule book
- Tutorials
- Armies
- Printout sheets for physical game pieces
- 3d printer ready models for physical game pieces
- Digital assets for use in Tabletop Simulator
- Updates for the main rules and included formations
- Access to the Patreon community
Paid:
- Additional artwork for game pieces
- Early access to new armies
- Access to beta rules and testing versions
Thank you for your interest in this project. Happy gaming!
This message was edited 2 times. Last update was at 2026/01/17 21:13:31
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
Cothonian: 2nd Infantry Division (Novus) (Army unreleased at time of writing)
Player 4: 8th Motor Rifle Division (Earth Union)
Game Mode: Brawl, 5 objectives
Map: Main Street
The Armies:
Player 4's force composition was IFV heavy, filling nearly all infantry slots and maximizing the number of Paladin infantry fighting vehicles. The tank force was medium, with 6 total (5 regular, one command.) One aircraft, that being the Mosquito (AT). No artillery.
Cothonian's force composition was also IFV heavy. Infantry slots were filled halfway with mechanized troops and accompanying Grizzly and Black Bear IFVs. The other half of the infantry roster was taken up by massed national guard troops in trucks. The specialist roster was filled out with Weapons Teams (AT), accompanied by more Grizzly IFVs. Tank slots were maxed out, taking three H28 main battle tanks. Three mortar teams as artillery.
Deployment:
Typical deployment. Both sides have staged their equipment to minimize exposure to enemy fire off the bat. Cothonian finishes deploying first by a single unit, and chooses to go first.
Turn 1:
Cothonian deploys smoke to cover his advance. Shots are fired, only damaging Player 4's armored units. Cothonian, like the silly goose he is, forgets to move non-shooting units a second time in the shooting phase.
Player 4 advances and opens fire, taking out one truck and wiping out half the national guard squad inside. A second truck is damaged and suppressed.
Turn 2:
Cothonian's rush towards the right-side building is stalled by the destruction of transports and heavy casualties to the national guard troops. Mechanized troops push center and suffer heavy casualties. Left side building secured. Helicopter positions itself in center lane, harassing enemy infantry.
Player 4's advance to the center is stalled by two destroyed vehicles blocking one of the main roads (visible, top center). Successfully takes the right side building, setting up his IFVs to support the infantry inside. Heavy armor push on the left side. Helicopter set up in the middle, taking out Cothonian's IFVs.
Turn 3:
Cothonian manages to make it to center, albeit with very heavy casualties. Tanks moving up right side cause heavy damage to Player 4's IFVs. Infantry in left side building dig in, protecting themselves from vehicle fire. Right side assault gets wiped out as it pushes into the building.
Player 4 flanks with a command tank on the far right side, firing into Cothonian's IFVs. His forces have made it to center largely intact, but are under heavy fire. IFVs are pushing forward left of the center objective and making good progress. The machine gun team left of center successfully damages the helicopters.
Turn 4:
Cothonian's tanks push right side, effectively wiping out Player 4's vehicles. Player 4's helicopter is also damaged and suppressed. The remaining national guard squad on the right side gets repeatedly run over by Player 4's command tank. Left side holds strong.
Player 4 masses his IFVs and makes a heavy push on both flanks. Right side is contested, but secure for now. Left side is firing everything it has at the infantry within the building, but is having a hard time pushing them out.
There are no more units on either side capable of capturing the center objective.
Turn 5:
Cothonian moves his tanks into main street, opening fire both ways. Left side continue to hold. IFVs moved to block Player 4's access to left side. Right side is bogged down - destruction is inevitable. Artillery switches from deploying smoke to focusing down Player 4's objective-capturing units.
Player 4 rushes left side, continuing the attack on entrenched infantry units within the big building. Right side building continues to be held against all odds. Cothonian's helicopter is successfully shot down. Player 4's helicopter hits the right side, preparing to destroy multiple vehicles. The right-side command tank continues running over the hapless national guard squad.
Turn 6 and conclusion:
The battle comes down to who can push who off the side objectives.
Cothonian, with the use of A LOT of artillery, successfully destroys Player 4's squad holding the right side.
Player 4 almost takes out Cothonian's squad on the left side, falling one cannon shot short.
Cothonian: 13 points
Player 4: 12 points
Cothonian wins - barely.
Good game had by all. Looking forward to the next one!
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
Skinflint Games wrote: Looks good - well done putting it all together, looks like a hell of a lot of work gone into that
I sincerely appreciate that!
It's come a little way since 2022...
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
We have reached 1 month since the public release of Enemy Visible!
This month's update includes:
New Army Group (1st Armored Division, Novus) added to early access
New building art added to early access bonuses
Other news:
Version 1.4.2.6 of the rules is well underway. At the time of writing, it will include:
Rules for water-type terrain
Re-organization and cleanup of certain rules sections (No changes to game play. Just improvements to how rules are presented to the player.)
Addition of the Amphibious attribute to appropriate units
Miscellaneous adjustments to unit stats
The plan is to release 1.4.2.6 in February 2026 alongside updates to existing army groups. The delay is to give me extra time to clean up any typos or errors that may have been introduced by the changes. A full list of changes will be included when it is released.
Future Plans:
One of the most daunting updates to the game has been planned, and it will involve many hours of work: Updates to the game pieces of all armies.
These updates will include two major elements:
All armor values on all vehicle tiles will have underlines added. While yes, it is true that all armor values are outward-facing, the current lack of underlines has resulted in confusion during play tests.
Objective-capturing units will have some sort of marker added to their tiles, showing at a glance that they can capture objectives. As the game currently stands, nearly all infantry, some fire support, some specialist, and all HQ units can capture objectives. Unfortunately, this lacks consistency, requiring players to know the unit profiles of both their and their opponent's units to identify what can and can't capture zones. A little flag (or equivalent marking) on the tiles would streamline gameplay considerably.
While not groundbreaking, this will be an improvement to the overall game.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
Long story short: I am updating game pieces so that they have a marker on board that indicates whether or not they can capture objectives.
I have made a few options:
Star
Flag
Dot
I am personally leaning towards the star or flag. Wouldn't mind input from a wider base. Samples below. (For context, game pieces do not currently have the stars, flags, or dots.)
The marker needs to be easily identifiable and visible from a reasonable distance. The pieces above are 1"x2" in size.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
When the game concept was originally conceived, a core element of it was that destroyed vehicle/equipment tiles could simply be flipped over, revealing artwork of the now-destroyed unit. This serves two purposes: 1. It helps differentiate live units from dead ones and 2. helps with immersion.
Only took four years, but I finally got around to it. Honestly, it's for the better that it took me this long. I'm a better artist now than I was then.
The pieces are done at the same pixel-art resolution as other game piece artwork. It is worth noting that the print outs are considerably less vibrant than the original digital pixel art. That's what I get for using a typical office printer for this, I suppose.
Print-out sheets for these will be added to the Patreon eventually - I have a fair few vehicles that need to be done.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
New post on the patreon: Test rules for a Novian tank nerf.
In other news, I've been going all ahead full with the pixel are for unit tiles. In the past week and a half, I've completed over 90 pieces. Granted, a lot of them are variants (clean, on fire, charred, camo, etc.) I'm working to keep up the momentum and get artwork put together for every vehicle unit in the game.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
After a lot of work, version 1.4.2.6 is ready. Will be doing final review and putting together updated packages in the coming days. Planned release February 1st. Details soon.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
This version focuses on streamlining and improving the presentation of the rules to the player. No changes to core gameplay. Notable items include:
- Addition of water-type terrain
- Removal of fortifications rules (these will make a return)
- Addition of Damage Quick Reference to the Appendix and FAQs section
- Reorganization of the quick reference sections
- Miscellaneous wording changes and improvements to the rules (as stated earlier: no changes to gameplay. Just improvements in presentation and clarity.)
Units and Armies:
- Major buff to Sniper Team units
- Amphibious attribute added to appropriate units
- Additional subtypes added to certain units. This is preparation for further streamlining of how army groups function and additional game features
The main rules and affected army groups have already been updated. Check out the Rules and Armies section for the updated files: https://www.patreon.com/collection/1823592
Future Plans:
As mentioned earlier, the fortifications-type terrain was removed for this release. It was one of the first terrain types added, and unfortunately, that showed. Effectively, fortifications acted like poorly-defined buildings with a 3+ cover save.
- Better developed rules for how types of fortifications interact with movement and line of sight
- Potential traps and other nasty items (landmines, barbed wire, tank traps, etc.)
At this time, it is looking like fortifications will be added as their own expansion, including attack/defense-type game modes and ways for players to deploy fortifications as part of their force. This would keep the main rule book streamlined and allow players to choose whether or not they want to use the more advanced fortifications rules.
Full change log below:
Spoiler:
v1.4.2.6
EU-FSP-Drone:
- 20mm Autocannon max range increased to 48"
EU-SPC-SniperTeam:
- "Veteran" rule changed to "Sniper"
- Rule text changed from: "If attacking a unit with multiple models, you may choose which model to attack, even if it is not the closest."
-- To: "This unit can see through infantry units. If attacking a unit with multiple models, you may choose which model to attack, even if it is not the closest."
- Note: This is a buff. Permits the sniper to attack command/support units that are behind the first line of infantry models.
EU-INF-MotorRiflemen
EU-INF-MotorRiflemen(AT)
EU-HQ-MotorRifleComm
EU-HQ-MotorRifleComm(AT)
- "Motor Rifle" subtype added to Type section
EU-INF-CombatEngineers
EU-INF-NavalEngineers
EU-FSP-TAV26ARV
NV-FSP-Killdozer
NV-FSP-TAV26ARV
NV-FSP-H28CEV
- "Engineer" subtype added to Type section
EU-TRN-LightAPC and LightAPC(Cannon):
- Added Amphibious attribute
Appendix and FAQs:
- Added Damage Quick Reference section
-- Includes sub-sections for infantry and vehicles
Preparing a Force > Unit Types > Infantry:
- Added, "Unless otherwise specified, infantry models lose 1 HP for each successful hit, regardless of the attacking weapon’s damage. The exception to this are weapons with the Explosive attribute. Weapons with the Explosive attribute may apply their full damage to the infantry model."
- Added, "Excess damage to out-of-cohesion models is not applied to other models within the unit."
Playing the Game > Shooting > Select target(s):
- Added, "If the target unit has multiple models, the closest model that the attacker has line of sight to must be attacked first."
Playing the Game > Shooting > Determine damage inflicted > Vehicles:
- Removed, "Unless otherwise specified, if the target unit has multiple vehicles, the closest vehicle that the attacker has line of sight to must be attacked first. Once this vehicle has been destroyed, the next closest vehicle that the attacker has line of sight to may be attacked."
- Changed, "Excess hits are to be transferred to the next closest model within the unit."
-- To, "Excess hits are to be transferred to the next closest model within the unit that the attacker has line of sight to."
Playing the Game > Shooting > Determine damage inflicted > Infantry:
- Added, "Excess damage is not applied to models that are out-of-cohesion with the destroyed model."
Moved Suppression Quick Reference to be alongside the other quick reference sections.
Board Setup and Game Preparation > Buidings, Obstacles, and Terrain:
- Removed Fortifications and Trenches section entirely. This will be re-done later.
-- Specifically things like fortifications blocking LOS and trenches blocking vehicle movement, etc.
- Added Water section (Shallow and Deep Water)
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
I finally sat down and created print-out templates for the vehicle pixel art. This will allow me to finally release the art publicly for use in-game.
At time of writing, there are over 200 pixel art pieces done for the game.
Details to follow in mid-month update.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
Mid-month update:
- New article added to Patreon early access tier: Sniper Teams
- Continued progress on the print out templates for vehicle art. I am starting to integrate these into public releases. Hoping to see the first publicly available art pieces appear in the March update.
- Video tutorials. First time in ~15 years I've filmed everything. Using Audacity for audio recording and Davinci Resolve for video editing. I've built out the vehicle combat tutorial and am working on the melee combat tutorial. Waiting on some private feedback on those before I go public with them.
-- Worth noting: These are purposely short, sweet, and to the point. Each is 1 to 5 minutes in length, intended to walk players through single concepts.
- Two new armies built out. At this time, I have a backlog of four armies total that need to be tests before any kind of public release. I am hoping to have more play testers in my immediate circle soon.
- Board Game Geek: I need to sit down and create an account there. Word is that it's another solid outlet to show off tabletop/board game content.
To summarize: I've been averaging 2 to 3 hours a day on this project.
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.
New Army Group (2nd Infantry Division, Totoket) added to early access.
Other News:
Rules: Version 1.4.2.7 is underway. This update focuses on streamlining the rules and making preparations for amphibious-themed army groups.
Vehicle Artwork: When the game concept was originally conceived, a core element of it was that destroyed vehicle/equipment tiles could simply be flipped over, revealing artwork of the now-destroyed unit. This serves two purposes: 1. It helps differentiate live units from dead ones, and 2. helps with immersion. Nearly all the vehicle artwork is complete. The next step is to integrate this artwork into army releases via organized printout sheets.
Both of the above items are slated for release in April. The vehicle artwork will initially be released for the Novus 2nd Armored Division and the Earth 8th Motor Rifle Division. Other army groups will follow.
Video Tutorials: I am starting work on these and have completed two at time of writing. However, progress is hampered by poor mic and camera quality.
Future Plans:
Fortifications/siege-themed expansion. This will include attack/defense modes, deployable bunkers, traps, and other fortifications.
Amphibious/Naval themed armies. These will include more marine-centric equipment, including boats, near-shore support, and landing craft.
Thank you for reading this month's update. Onwards and upwards!
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs.