Skip to Content

war strategy boardgame

10 replies [Last post]
cerpn
cerpn's picture
Offline
Joined: 09/27/2014

im looking to make a game with war strategy.

start with a base and in the board and are more bases. you can build melee/structs/upgrades and this requests take turns. every turn you ll get more resources to do more requests.

Someone knows a game like that?

thanks in advance guys

gxnpt
Offline
Joined: 12/22/2015
many many games

Sounds like an area control (resource centers) wargame with some upgrade capability and maybe a tech tree involved.

Extremely common concept.

I used most of it in my Fleet Admiral - Singularity game.

Risk does not use upgrades but does use the rest.

almost every Civ style game ever made.....................

Not to discourage, but it is kind of a "has anyone ever tried mixing flour and salt and yeast and putting it in an oven" sort of question.

cerpn
cerpn's picture
Offline
Joined: 09/27/2014
common

i know that is a very common subjet (thanks so much for your answer), there is some changes to risk (i want 1vs1 game and more oriented in economy that war strategy) with more win conditions more that destroy the army.

in my mind im using starcraft theme (only two resources) for make the things simpler.

I check concordia and get in love with the tables and dinamics

wob
Offline
Joined: 06/09/2017
hi. just because its been

hi. just because its been done before doesnt mean you cant do it better. DnD isnt the only RPG after all. the previous poster was right, it is an area control game but when i first read your post i thought of tower defence style games. which is not that common for boardgames. making a 2 player version would be an interesting challenge, i would presume by having 1 player as the attackers and 1 as the defenders.

cerpn
cerpn's picture
Offline
Joined: 09/27/2014
actually im not interested

actually im not interested (at least not right now and i know that is very important. but, as gxnpt suggest is a very worked field) in the strategy and combat. Im looking for make some mechanics to:

-build things
-move things (some structures can move)
-attack things

{Things:
-structures
-army
}
{Make:
-collect mineral
-move
-attack
}

i want to buy a base and get some initial cash, you can minning some mineral to get more cash (as a economy game we can play with this trade price later) and you can buy thing to make things.

I think if the game goes for build an army, and move it. the confrontation is innevitable.

There is very few games 1vs1, im looking for something more casual (vs warhammer) and very simple (like catan)

when you get a structure you put (all actions take turns) it in the board and get a table. you can store units in structures and if you do that the unit goes to the table.

every turn get and income (based in your # of miners) of mineral and you can store it of change for cash. if your destroy a structure with mineral inside you can get some miners to collect it.

Thanks so much for your time and answer. n____n

Jay103
Jay103's picture
Offline
Joined: 01/23/2018
Sounds like a turn-based

Sounds like a turn-based strategy game (or even RTS, like Command and Conquer?), in board game form?

cerpn
cerpn's picture
Offline
Joined: 09/27/2014
kinda, the computer

kinda, the computer automatize everything, so iam looking for something more simpler. For the board im thinking in a building board dinamics (Carcassonne/ZombieDice).

Im always listen that AoE & Starcraft are games like chess. I wanna make a boardgame like chess but with eco.

X3M
X3M's picture
Offline
Joined: 10/28/2013
It aint that simple, unles you start simple

Designing a war game that resembles RTS is very hard.

For starters. Do you really want a "Real Time" aspect?
You mentioned to rather have a chess like aspect, which is better to do for a first attempt.

Balance is always a bottleneck in these games. And to achieve practical balance, the best method is applying RPS. Not having RPS makes it very hard to balance the game.

Keep the number of different types as small as possible. The first sign of RPS is that of having 3 different units. Yet wargames do better when you have 4. Example: infantry and tanks with either anti infantry weapons or anti tank weapons. A 2x2 format which you always can build upon.

Eco?
The simplest method is having only 1 resource. But if you have infantry and tanks, you could do 2 resources where for example food is applied to train infantry and ore is applied to produce tanks. I do not recommend multiple resources unless they each serve a purpose by reason.

RTS know a big variety for Eco. I recommend having a simple resource node that costs money to build. Each additional resource node costs the same, but the resources added per turn, decrease with each addition. AoW3 uses this method effectively.
Something like 1 node adds 5. 2 nodes adds 9. 3 nodes adds 12. 4 nodes adds 14. 5 nodes or more adds 15.

Have fun designing.

cerpn
cerpn's picture
Offline
Joined: 09/27/2014
thanks so much RPS is a very

thanks so much RPS is a very important concept, im learning so much.

im thinkings about dominion (the action is a resource) and we can buy structures or units that puts in the table (like in risk) and attack (like in risk).

sounds really crazy?

thanks again

X3M
X3M's picture
Offline
Joined: 10/28/2013
Maybe you can get some idea's

Maybe you can get some idea's from A&A. There you don't have RPS.

I don't know if an Risk like attack works with RPS. I guess, right target; use 3 dice. Wrong target; only 1 die? Same for the defender. And the highest rolls are compared.

cerpn
cerpn's picture
Offline
Joined: 09/27/2014
We think that we can get more

We think that we can get more RPS as long we have more troops, make sense. I thinking about the idea of bases(nodes) to get more RPS, sounds very clean to me.

Same think maybe we can have three troops (melee defeats air, mech defeat melee and air defeat mech, for example) can use more or less dice.

Never play axies & allies i guess i hace homework.

Thank again

Syndicate content


forum | by Dr. Radut