I think it actually belongs in the playtesting.
First a bit of history. When I started working on my hobby for actually gaming. I never thought we would be playing the game. But we did. Those were fun sessions.
Now, after many years. Everyone got very busy. And the game nights were no more for some years now. I think it has been 3 years?
***
After all the years. I had the question again to have one of those game nights. But during the years, the material used is either of no use anymore. Or...gone.
And the rules. Some changed recently. And by a lot.
If we want a reboot, I should hurry and create something for playing. Something simple, yet fun.
Just 2 players
Clearly going one on one with the new rules. Might be boring. After all, a 1 on 1 requires base build. And I get the feeling the evening will not be that long. We are also going to play another game that is still waiting.
A co-op. That is what we are going to play. Several co-op missions.
And 1 faction, that is all I need to design.
Yes, we start from the bottom.
The Board
I have no proper boards anymore. All are gone, the printed ones, the borrowed ones. All that is left are some empty prints on my pc. Which, I still need to see to print.
I should re-create the boards, but after I have thought of some missions.
The Event Cards
Honestly, the rules changed so much. I could go through them and see which ones can still be used. The deck was self balancing. Some other event cards could use some adjustments. But I need to write on them. Or at least keep a list with the names and their real effects. Yes, that is the only way to re-use them all.
The Faction
1 Faction...
In matter of fact, I need to design the units in such a way. That we can play against the same faction as opponent. This in order to reduce my work. But also to address new mechanics. And to avoid the weirder rules that I thought of.
Don't get me wrong, I have thought of dozens of factions and what they are in a thematic way. I did not get to designing units. Because there would be over 300. And they are all only in name and numbers. There are no graphics.
So, I must design 1 faction. 1 unit at a time. And that 1 new unit each time, should get a function in the campaign. I don't need to design an unit with balance in mind. Since it is 1 faction.
This is what we get: Combat units, units with properties and thus are used less. The latter will be used more and more as there are more designs added.
The Campaign AND Board AND Faction
These 3 need to be designed together, in order to re-learn the game.
The map should accomidate a path of story and thus a path for movement.
The units will need to get new friends if the map shows any trouble.
For these missions, we need a gamemaster as well. Since the AI needs to follow a script. The script will be kept simple. So that if buddy wants to be a gamemaster, this is no problem.
There might be some randomness in what the ai will do. Either way, in order to follow the script. The board will be needing coördinates.
The latest Projectile path rules
I forgot to mention, the board will be simple in such a way. That height is displayed. But no centre dots. And no graphics. Only colours to indicate the terrain. Light colours. Perhaps I display a number to show what portion of a hexagon is what kind of terrain. But I rather work with simple colours for now.
There are ridges too. But all of that doesn't matter much, compare to the most important rule:
Terrain influence.
If a hexagon is between 2 attackers, it might block projectiles. How to determine if a hexagon is in between? We used to use a rules or rope to see the path. That is history.
The projectiles may follow only one path.
The path of the projectile can go in 12 direction. Since it is a hexagon field.
Between 2 hexagons will take the average of the 2.
The projectiles pick the most direct path. Can make a 30 degree turn at some point. Then from the opposite side, a mirror path is used as well. The projectiles will form a zigzag patern. And all hexagons in between might have influence on the projectiles.
It is rare, but possible. That there are 2 paths to choose from. The player may pick the most optimal one. This might trigger that both sides pick a different path due to weapon attributes.
Sorry, I have no visuals. But let me ensure you, this way does not require helping tools. And is 100% "digital" and thus considered 100% fair.
It is just looking a bit weird and sometimes unlogical at the extremes.
Note
I didn't create the boards yet. It could go any way. These are just rough idea's for now.
Mission 1
Board segment...Will be just 1.
The first unit:
Rifleman, cost 100, size 100, (sumsize 100)
Movement 2, Attack range 2, (Salvo 1)
Armor 1, health 5
Damage 1, Projectiles 1, Accuracy 5/6
I am sure that most people understand most of these numbers, knowing it is a hexagon board.
But those who are new or need a recap:
Salvo will be the cost of action points if this unit fires. Most have a salvo of 1 by default. But it will be mentioned once it is 2 or more. Because then there also should be a mention of how the salvo looks like.
The sumsize is for internal cover. Meaning that this size is used to see if they can go into a transport or bunker. The normal size is used to see if they can take cover behind a special designed wall or shield or tank. By default, the sumsize is the same as size. Only support or meat units will have a larger sumsize. The logic??? Inside an object, you got 6 sides that are limited. Behind an object has plenty of room into 1 direction.
As for the armor and damage. In combat, these 2 are compared. The lowest number will be the actual damage multiplier. This means that 1 vs 36 remains 1. But 36 vs 1 becomes 1. I know it is counter intuitive, but you might as well read armor-tier.
As for accuracy, 5/6 is a d6, 5 or less remains a hit. After that, a damage roll will occur.
Still mission 1
We both start in the corners at the bottom. We both have 6 riflemen. The enemy is at the top. We can move through a thick forest (space 600), but not together. Behind the thick forest, we can move as one. Or stay in separate groups.
Enemy forces are also 2 groups of 6 riflemen. They are inside a dense forest (space 1200 and 1200). We need to work together. But not act as 1 group. If one has an action, then the ally has a reaction. The ai will return fire. The special rule here is that victims alternate between the 2 of us if we are 1 group. But the enemy will have bonus damage if we are one group. We need to remain separate here. Unless, we take 1 more distance. We get a bonus attack range. If this happens, the enemy will retreat. After the first group, the second group can be attacked.
There should be an high ground option. If firing from here, the ai will choose between return fire or retreat. Then we need to get down, but the enemy will have regrouped. See previous block.
There should be a forest (space 1200) option. If firing from here, the ai will return fire. The other group will be within attack range as well. They will be outnumbered though. But only 1 group can fire per turn. The ai will now divide the action points into 2x3=6. And can fire 4 times with 50% power here. The bonus is +50%. The penalty is 50% that 33% hits. Thus -33% on average. The total power will be 200%. While we have 1+2+4=7 each in terms of action points. We have not 4 but 6 attacks in total. And can even fire at the same time. But no bonus. And we do get a penalty of -33% as well. Our power seems to be 200% as well. And our only advantage is that our initial attack is slightly stronger than the ai.
I want to see if my buddy can recall the tricks through the rules.
1. We should act as if we are outnumbered for getting bonus damage. We still can fire together.
2. We should act as one big group for getting bonus attack range.
Either way, if we position ourselves right. We can choose between the 2.
Mission 2
We add a new map segment adjacent to the previous one.
We get 1 new unit:
Combat Tank, cost 600, size 600, (sumsize 600)
Movement 2, Attack range 2, (Salvo 1)
Armor 36, health 180
Damage 36, Projectiles 1, Accuracy 5/6
The units reset. But now we can choose what we want. Both of us can spend 1200 now.
We start in the same corners.
Either we get 2 tanks, 1 tank with 6 riflemen or 12 riflemen.
We need to make use of the fact that the units can block enemy units. They will try to get close for optimal fire. We need to keep our distance. Perhaps even take highground for that -1 attack range on the enemy. No matter what we do, one squad blocks, the other one does some wacky actions and keeps its distance.
The enemy will be having 3 groups.
In mission 1, we hade 2x600 vs 2x600. "Difficulty" 100%.
Now it is 2x1200 vs 3x1200. "Difficulty" 150%.
The groups are futher appart and will only act when we get within range. Thus mission 1 had 1200 in total vs 2x600 or 1x1200.
Mission 2 will be having 2400 in total vs 3x1200. While we have the upper hand at first. If we don't use strategy, the ai will win this. We need to make use of the RPS that comes through the tanks. We need at least 2 tanks together.
We can choose, one player gets 2 tanks while the other has 12 riflemen. Or we both get 1 tank and each 6 riflemen.
I let him decide. And the complex tactics are embedded within the action points. And the fact that a re-action can cost 0. Thus we can exhaust the action points of the ai here.