Thursday, February 28, 2013
Infantry, Tanks, & Evasion
Let's break up the relentless rules updates with something that's more fun to talk about. TANKS! Or, at least, one way in which they're going to be quite different from infantry.
Wednesday, February 27, 2013
Rules: Moving Infantry (Ver. 0.52)
Here's the update for Infantry Movement. BTW: We'll be working on Tank Movement and damage next week. CaulynDarr and Eriochrome are currently working up some ideas that I'll share once all these updates are done. :)
Rules: The Close-Combat Phase (Ver. 0.52)
The pre-IndyOpen rules update deluge continues. :)
Here's the updated rules for the Close-Combat phase. I've removed the bonuses for higher ground, and reworked the language on suppression to mesh with the new rules.
Rules: The Reaction Phase (Ver. 0.52)
It's amazing how simple it gets to write/edit these rules when I only have to reference the suppression rules section instead of writing bits of them all over the place. :)
Here's the 1 page of rules for the Reaction Phase.
Rules: The Action Phase (Ver. 0.52)
Here's the Action Phase update. With suppression removed and relocated to the Reaction Phase that follows it.
Rules: The Starting Phase (Ver. 0.52)
Here's the updated Starting Phase rules. The suppression parts have been removed and are moving to the Reaction Phase instead.
Rules: The Turn Sequence (Ver. 0.52)
Here's the updated Turn Sequence rules with the reaction phase added back in to accommodate the changes to the suppression rules.
Tuesday, February 26, 2013
Rules: Unit Characteristics (Ver. 0.52)
Here's the updated introduction to Unit Characteristics. Which also replaces the old 'model characteristics' section. Since the new unit cards have made model-specific characteristics obsolete.
Rules: Leadership & Suppression (Ver. 0.52)
Ok, I've stripped out the 'shaken' status from these rules. So that we're back to adding nerve markers for every 6 hits a unit receives.
Note: After I finish running the paint judging at the Indy Open GT this weekend, I'm going to be running WarStrike walk-throughs and demo games for anyone who's interested in the project. Spag (the TO) is interested enough in what we're doing that he's already talking about having a WarStrike event for next year's Indy Open. Huzzah!
Saturday, February 23, 2013
Rules: Leadership & Suppression (Ver. 0.5)
Ok, here it is finally. All of the rules for suppression gathered together into one place. I expect that I'll be writing another version of it tomorrow after Eriochrome pokes it full of holes. :)
Yesterday's Brainstorming Session
Friday, February 22, 2013
So Let's Talk About The Close-Combat Sequence
Well, it seems that there's some desire out there to re-think the close-combat sequence. So let's do it!
Thursday, February 21, 2013
Rulebook Chapter Organization
Wednesday, February 20, 2013
Testing: Broken Arrow
CaulynDarr and I had a nice little test game yesterday, where we took another go at the Broken Arrow mission.
Tuesday, February 19, 2013
New iBook/PDF Layout
I've been kind of quiet lately, but that's because I've been working on the iBook layout for the rules. Thanks to a new version of iBooks Author, we can finally have a portrait page layout. So everyone who wasn't all that crazy about the horizontal layout (including me) can rejoice!
Sunday, February 17, 2013
Rules: The Close-Combat Phase (Ver. 0.5)
Friday, February 15, 2013
Still Working On Close Combat
Bathroom construction, sick family, and all the ridiculous obligations of Valentines Day have slowed down my progress on finishing up the CC rules. But I'm still working on it. As soon as I can get 2-3 hours to myself again, I'll get 'em done. :)
Tuesday, February 12, 2013
Some Vehicle Movement Ideas
I recently got into a discussion with Stelek and Local Ork over on YTTH about tanks, play time, and improvements that could be made to how they work on the table. Which churned up a bunch of ideas within me for how tanks, wheeled vehicles, skimmers, and walkers might work in our game. I figured I'd bring those ideas over here for discussion. Vehicles are something that's not going to be worked on for the first alpha release in a few weeks. But we do need to start thinking about them now.
Rules: The Close-Combat Phase (Part 1)
I'm not done writing up the entire Close-Combat phase yet, but here's the first 3 pages of what will probably be 6. Which describe who's in combat, defensive fire, consolidation moves, etc. Comment away!
Monday, February 11, 2013
Testing: Broken Arrow
I had a test game tonight at the GP North with Evan, who chose Broken Arrow as our mission from the choices I gave him. Cool! Here's how it went...
A Name For The Game
I've been pondering what to call our game for over a year now. Since 'M42' was only ever the name of the project to create the game. Various ideas came and went. But now... I've finally decided on one. A name that's short, memorable, and which helps convey the game's focus on smaller, platoon-sized forces. While also having the near-obligatory 'War' as part of the name.
Sunday, February 10, 2013
Rules: The Action Phase (Ver. 0.5)
Well, it took an almost complete re-write. But here's the updated Action Phase rules. Which also cover suppression, fall-back moves, and Officer orders.
Saturday, February 9, 2013
Some Snap Fire & Awareness Ideas
I'm working on updating the Action Phase rules. So I want to run some ideas past you guys to see if they sound interesting/viable.
Friday, February 8, 2013
Rules: Moving Infantry (Ver. 0.5)
Well, the kids are less sick, and the workmen aren't here today banging around the upstairs bathroom. So here (finally) are the updated Movement rules. I'm sure they'll need some more expansion/cleanup later, but I wanted to get them out to everyone so that I can get back to the Shooting rules.
Tuesday, February 5, 2013
Rules Introduction: Welcome To M42! (Ver. 0.5)
Much as I'd like to concentrate on the Visibility/Shooting rules right now, it's pretty much impossible. The Wife is out of town, the kids are sick, and I've got workmen (finally) banging around fixing the bathroom flood damage from 4 months ago. So instead of getting frustrated every time I'm interrupted, I'm going to instead update some of the easy stuff. The old rules that just need some tweaks to update them to the current mechanics. Then I can get them up on the list of links at right, so that folks who are new to the project aren't totally lost. :)
Saturday, February 2, 2013
Testing: Exfiltration & Bridgehead
After having been cooped up with the kids all week while Mrs. Sandwyrm was out of town; I ran screaming from the house today and over to Games 2 Die 4 for some gaming/testing. There I ran into John. Who, now that Farmpunk has officially quit 40K, is our only regular Sisters of Battle player here locally. Since there were no 40K players at the store until 5:00 or so, he decided to try out a couple of games of M42 with me.
Shooting: Visibility & Ground (Ver. 0.5)
Here's the visibility rules for Open Ground, Hills, and what happens when other terrain is placed on top of a hill. I think this is the most time that I've ever spent on a single rules section, double and triple-checking all of the interactions. As it turns out, hills and elevations are way more complicated to explain than Area Terrain, which I'll finish up the rules for next.
Friday, February 1, 2013
The Basics: Terrain (Ver. 0.51)
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Pic From Adepticon 2011 |
Anyhow, here's those definitions. The Visibility rules will follow shortly. :)